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training:game_mechanics:skills [2017/02/16 21:46]
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training:game_mechanics:skills [2019/02/25 20:28] (current)
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-======Skills=======+=====Skills===== 
 + 
 +---- 
 =====Overview===== =====Overview=====
  
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 Despite what you may have heard, this does not lend an unfair advantage to older players; there are only so many skills that will affect any particular ship. A player who has played for 2 years might be able to fly the fearsome, projectile-turret-oriented [[eve:​ships:​battleships:​maelstrom|Maelstrom]] battleship near-perfectly,​ but they might be outclassed while flying the missile-oriented [[eve:​ships:​cruisers:​caracal|Caracal]] Cruiser by a 3-month-old newbie who has trained the relevant skills higher. Despite what you may have heard, this does not lend an unfair advantage to older players; there are only so many skills that will affect any particular ship. A player who has played for 2 years might be able to fly the fearsome, projectile-turret-oriented [[eve:​ships:​battleships:​maelstrom|Maelstrom]] battleship near-perfectly,​ but they might be outclassed while flying the missile-oriented [[eve:​ships:​cruisers:​caracal|Caracal]] Cruiser by a 3-month-old newbie who has trained the relevant skills higher.
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-====How do skills work==== 
-EVE has this super cool training queue system that allows you to queue up multiple skills to train consecutively. As of Phoebe there is no limit to how many skills can be placed in the skill queue, but one limitation you will run into is that in order to place a skill in the queue, you must have its prerequisite skills trained already. You cannot work around this by putting your prerequisites before it, you have to have the relevant skills completed before you can place the skill in the queue. For example, if I want to train Covert Ops I, I require Electronics Upgrade V as a prerequisite. EVE will not allow me to add Covert Ops I to the queue until I've completely trained Electronics Upgrade V. 
- 
-Every skill has 5 levels, each taking longer to train than the last. For example, level 1 of a skill might take 250 Skillpoints (SP) and about 15 minutes to train (training at 1000 SP/Hour), but level 2 would require 1500 SP and about an hour and a half, and so on. (Generally) having a skill at Level 1 means you've trained it to beginner levels, while Level 5 means you have it completely trained. For most skills, level 3 or 4 is a good compromise between effectiveness and time spent training. Training level 5 in a skill can take days, weeks, or in some cases months to train, I recommend newer players stick to training to level 3 or 4 until they decide where to specialize (except in some cases). 
- 
-Skill points are preserved if you suddenly decide to start training a different skill, the progress you made will be there when you come back to it. 
  
 ---- ----
-====Training Times==== 
-Training rate for any particular skill is determined by its primary and secondary modifying [[training:​game_mechanics:​attributes|attributes]]. For example, most Gunnery skills have Perception / Willpower. Your training time for any given skill is related to your attributes in those two modifiers, specifically by the equation:\\ 
-''​Points per minute = (primary attribute + secondary attribute/​2)''​\\ 
-In order to train faster, you must increase your modifying attributes; there are currently two ways to do this. 
  
-===Implants=== +=====Training Times===== 
-[[eve:​implants_and_boosters:​implants|Implants]] are items that you plug into your character'​s ​clone in order to increase certain attributes. Rememberimplants stay in your current body - if you jump clone out your implants will stay behind in your old bodyand if you get pod-killed you will lose the implants currently in your head.\\ +So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill'​s ​rankalso known as its training time multiplierwhile the rate at which you get new skill points is determined by your attributes.\\ 
-[[training:​test_free|Test Free]] typically gives out sets of +1 attribute implants, and it is not a bad idea to constantly have one of these sets plugged in.+
  
-===Neural Remapping=== +The base numbers ​of skill points ​(SP) required ​to train a skill with training time multiplier ​of 1x (like Navigation, for example) go like this: 
-When you start out, you have 1 standard remap and 2 bonus remaps available. A remap is what it sounds like, it allows you to re-allocate all of your base attribute points. You should use your standard remap within the first few months ​of playing EVE (ask in [[training:​deedeereddit|deedeereddit]] for useful remaps for what you would like to train). After using your standard remap, you will not get new one for 365 days. In addition you can use your 2 bonus remaps to change your attribute points anytime and completely independent to your standard remap. Using bonus remap, DOES NOT change the counter ​of your standard remap. It is imperative that you do not waste your remaps. Use EVEMon and get help from someone in deedeereddit when choosing how and when to remap.+  * Level I: 250 
 +  * Level II: 1,414 
 +  * Level III: 8,000 
 +  * Level IV: 45,255 
 +  * Level V: 256,000
  
----- +When training from one level to the next you start with the skill points you accumulated training the previous level sofor exampleif you start training Navigation IVyou will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.\\ 
-====Skill Types==== +
-Skills are divided into 16 categorieswhich fall into 5 distinct groups: CombatSupportIndustryTradeand Leadership.+
  
-**Combat skills**: These skills make you better at killing things. ​If you want to get specific and less-confusingthese are typically skills ​that are prerequisites to weapons/​ships/​ammos/​etc.\\ +If a skill has a training multiplier higher than 1the numbers of SP required for each level are multiplied by that numberSo, for example, Evasive Maneuvering has training time multiplier ​of 2x, and you need to accumulate 500 SP (250 x 2) to train it to I2,828 SP to train it to II and so forth.\\ 
-**Support skills**: This is broad category that includes anything that improves the ships you pilot. Many of these skills are incredibly important ​and directly affect your ability ​to get reimbursed for losses in combat.\\ +
-**Industry skills**: Building and mining fall under this category. If crafting or resource gathering catches your fancythis is where you want to start.\\ +
-**Trade skills**: Your ability ​to abuse the market is directly under the influence of these skills. Some skills increase the number of buy and sell orders you can open while others may increase the range at which you can post these orders remotely, or even shave off some of the costs involved with posting orders.\\ +
-**Leadership skills**: The Leadership group is comprised of skills that buff you and your fleetmates. Leadership skills are not necessary for every pilot, but they are very helpful in fleets. These can be safely ignored for most newbros.+
  
----- +The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplieror 'rank' as it's sometimes called, tends to beAmarr Titan, for example, has x16 training multiplier ​-- you need to accumulate 4,096,000 SP to train it to V.
-====Goals==== +
-Rather than aiming for an ambitious ship early ontrain up your support skills - they're extremely useful for any ship you want to fly or already can flyA battlecruiser is good 2-3-month goalwhile a battleship or carrier might not be. You would be rushing into things. Bigger isn't always better in EVE; it's all about ship roles. A collection of recommended skillplans can be found [[https://​skills.pleaseignore.com/​|here]].+
  
-Potential Short Term Goals: +<WRAP center round box 60%> 
-  Tackle frigs and their supporting gear +Skill Points = 250 Multiplier ​sqrt(32)^(Level-1
-  ​Combat Rifter ​(basic weapons and tank) +</​WRAP>​
-Potential Medium Term Goals: +
-  * Training into a Stealth Bomber +
-  * Strengthening your support skills +
-  * Training for a missioning ship +
-Potential Long Term Goals: +
-  * Maelstroms For battleship fleets +
-  * Tier 2 drones  +
-  * AHACs Tier 2 cruiser fleets ​(esp. Cerbs+
-  * Carrier For transporting all your stuff, or joining our Capital Group+
  
-A good path to follow looks something like this: +====Implants==== 
-  - Find a fit for a ship you want to fly +Another way to increase ​your character'​s ​attributes is through plugging implants into your head. The first five numbered slots on your character sheet'​s ​Augmentations window are for attribute enhancers, implants which each give a bonus (from +1 to +5) to one of your five attributes. Unfortunately,​ if your pod is destroyed all your implants in the clone piloting it are destroyed as well.\\ ​
-  - Train all the prerequisite skills for the fit ship with T1 weapons and a T1 tank +
-  - Train support skills ​to make your ship a little more powerful +
-  - Interchangeable with 3: Train prerequisite skills for the ship'​s ​T2 tank (shield or armor skills) +
-  - Train prerequisite skills for the ship'​s ​T2 weapons systems if applicable +
-  - Train more support skills ​for everything that improves ​your ship+
  
-  * By step 2, you can barely fly your ship of choice. If your ship is a battlecruiser or more expensive, or ANY T2 ship (see below), you should NOT be flying it at this point. +The +1/2/implants are relatively cheap and you only need to train Cybernetics I to use themso it's worth investing in these as soon as you can as, even with the smaller bonuses, they reduce training time by a significant amountStoryline missions sometimes offer an implant as a reward so if you're running missions ​you may find yourself collecting some implants. Members of EVE University can also take advantage of the Implant Program to buy significantly discounted +3 implants.\\ 
-  * After step 3/4 you you can decently fly the ship (assuming support skills to 3s and 4s) +
-  * After step 5 you should be able to fly the ship pretty well +
-  * Step 6: If you train all skills ​to 5, you will be a perfect pilot for the shipIf you stop at 4s with occasional and rare level 3 skills, ​you will be a pretty good pilot for the ship.+
  
-For more information on Ships and ship roles, check out the [[eve:​ships:​start|Ships ​of EVE]] page.+Do note that there are also slot 1-5 implants (sometimes known as Pirate Implants) that also provide other bonuses, in addition to attribute increases. While these are usually ​more expensivedo check the markets carefully, as sometimes some "​Low-Grade"​ ones, which are +2 to an attribute, are occasionally less expensive than the equivalent +2 implant ("​Limited <​type>​ - Beta"​). See the list here. 
 +If you're podded any implants you are wearing will be destroyed - you can set up a jump clone with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount ​of ISK you're putting at risk.\\ 
  
----- +Since the more powerful +4 and +5 implants can be quite expensive, particularly for a newer pilot, one common trick is to arrange your skill plan so that you're only training ​skills which rely on the same two attributesand then only plug in attribute enhancers for those two attributes. This way you only have to pay for two implants rather than four or five.\\ 
-====Support Skills==== +
-These are the skills ​that you really can't go wrong training, ​they will be useful ​in every single ship you fly. This list is stolen from the forum post by Lucid Fate.+
  
-===Drones=== +The advantage of implants is that they require minimal training ​time (Cybernetics only), giving ​you an immediate boost to training time which can quickly add up to months ​of time savedThe disadvantage is their costcoupled with the fact that they are lost if your pod is killed
-  * **Drones**: You want this to 5 by the time you're using cruisers/​battlecruisers ​(and ASAP if you fly Gallente). Each level = 1 more drone you can use at once. You need it to level 5 to train Drone Interfacing. +
-  * **Scout Drone Operation**:​ You want it to 3 or 4 fairly soon. Each level lets your drones fly an extra 5000m to engage enemies. +
-  * **Drone Durability**:​ Increases shield, armor and hull hitpoints of drones by 5% per level. Eventually you want this to 4, but it's not a pressing matter unless you fly Gallente. +
-  * **Drone Navigation**:​ Increases MWD speed of drones by 5% per levelEventually you want this to 4but it's not a pressing matter unless you fly Gallente. +
-  * **Drone Sharpshooting**:​ Increases ​the optimal range of drone. Eventually you want this to 4, but it's not a pressing matter unless you fly Gallente. +
-  * **Drone Interfacing**:​ Each level increases drone damage by whopping 20%. You really want this skill once you start flying cruisers. get it to 4 when flying battlecruisers.+
  
-An extensive drone guide can be found [[eve:drones|here]].+====Cerebral Accelerators==== 
 +Occasionally there are in game events like the Crimson Harvest that yield cerebral accelerators,​ which are consumed like boosters and give temporary bonuses to all five of a character'​s attributes. These only last a short time, and have a cut off date some time after the in game event after which they will no longer have any effect. 
 +^Name^Bonus^Duration^Source^ 
 +|Blood Raider Cerebral Accelerator|+10| 24 hours|Crimson Harvest| 
 +|Advanced Blood Raider Cerebral Accelerator|+12|:::​|:::​| 
 +|Copper Ouroboros Accelerator|+10|12 hours|Shadow of the Serpent| 
 +|Silver Ouroboros Accelerator|:::​|72 hours|:::​| 
 +|Gold Ouroboros Accelerator|:::​|120 hours|:::|
  
-===Electronics=== 
-  * **CPU Management**:​ Each level gives you +5% to CPU on your ship, which means you can fit more / better modules. You want it to 5 eventually, 4 ASAP. This skill is critical early on. 
-  * **Electronics Upgrades**: Get this to the minimum level you need if you want to put a module that requires it on your ship. Probably get it to 4 eventually, but it's not super important. 
-  * **Long Range Targeting**:​ +5% range per level. Get it to 4 eventually. 
-  * **Propulsion Jamming**: You want this to 4 eventually. Not as important if you fly missile boats. Required for PvP no matter what you fly. 
-  * **Signature Analysis**: Get it to 4 eventually. More important for PvP. Makes you lock targets more quickly. 
-  * **Survey**: You need this skill to 3 to use Salvagers, so get it there and then don't worry about it. 
-  * **Targeting**:​ Get this to 3 or 4. Each level lets you lock an extra target. Forget about what the core cert tells you, you do not need multitasking till you know you need it (logistics/​caps). 
  
-===Engineering=== +====Neural Remapping==== 
-  * **Shield Compensations**:​ You want these to 3 or maybe 4 if you fly many passive shield fitslike a drake. Increases resist bonus on passive hardeners. +Neural remapping doesn'​t let you boost your attributes overallbut it lets you take points away from one base attribute score and add them to anotherThe remap interface ​can be accessed through the Attributes tab of your Character Sheet.
-  * **Energy Grid Upgrades**: You want this at 4, if you fly shield [[training:​tanking|tanking]] ships so you can use Tech 2 Power Diagnostic Systems. +
-  * **Energy Management**:​ You want this to 4 soon, and 5 eventually. Gives you more Capacitor. +
-  * **Energy Systems Operation**:​ You want this to 4 soon, and 5 eventuallyFaster Capacitor recharge. +
-  * **Engineering**:​ You want this to 4 soon, and 5 once you reach cruisers/​battlecruisers. More Powergrid for your ship, so you can fit more and better gear. This skill is critical early on. +
-  * **Shield Management**:​ You want this to 4 now and if you fly Caldari or Minmatar, 5 eventually. Gives you more Shield HP. +
-  * **Shield Operation**:​ You want this to 3 now if you fly Gallente or Amarr, 4 if you fly Caldari or Minmatar, and 5 eventually if you fly Caldari or Minmatar. Makes your shield recharge faster. +
-  * **Shield Upgrades**: 4 if you fly Caldari or Minmatar, no need if you fly Gallente or Amarr. +
-  * **Tactical Shield Manipulation**:​ 3 if you fly Amarr or Gallente, 4 for Caldari and Minmatar. When your shield gets low, damage will '​leak'​ into your Armor. This skill prevents that from happening as quickly. This skill is also extremely important to have at level 4 for any shield [[training:​tanking|tanking]] ship as it lets you use Tech 2 Hardeners. DO not train this to 5.+
  
-===Gunnery=== +<WRAP center round alert 60%> 
-If you are going to specialize exclusively in missiles, ignore everything but the skills in italics. I'll skip the race-specific skills, except to note that Caldari and Gallente use Hybrid Turrets, Minmatar use Projectile Turrets, and Amarr use Energy Turrets. +Remapping can have long-term consequencesMake sure you know what you're doing! 
-  * **Advanced Weapon Upgrades**: See "​Weapon Upgrades"​ further down. Reduces the powergrid need for all turrets and lauchers. +</​WRAP>​
-  * **Controlled Bursts**: Get this to level 4 now and 5 eventually if you use Hybrid or Energy Turrets. Not necessary for Projectile Turrets. Makes you use less capacitor when you fire your guns. +
-  * **Gunnery**:​ Get this to 2 if you use only missiles, 4 now and 5 eventually if you use guns. +
-  * **Motion Prediction**:​ 4 now, 5 eventually. Better tracking for guns. +
-  * **Rapid Firing**: 4 now, 5 eventually. Better rate of fire. +
-  * **Sharpshooter**:​ 4 now, 5 eventually. Better optimal range. +
-  * **Surgical Strike**: 3 now, 5 eventually (but not important for a long time). Slightly better damage, but takes a long time to train. +
-  * **Trajectory Analysis**: 3 now for Amarr, Gallente, and Caldari, 4 for Minmatar, 5 eventually for Minmatar (but not important for a long time). Better falloff. Takes a long time to train. +
-  * **Weapon Upgrades**. You want that at least to 4, and 5 in the long run. It reduces CPU need for all turrets and launchers, again making fittings that much easier.+
  
-Extensive [[eve:weapons:​turrets|turrets]] guide.+There are a number of rules governing remapping: 
 +  - You get a "​normal"​ remap once a year. 
 +  - The year timer begins once you use the remap, not when it is granted. 
 +  - You can also have '​bonus'​ remaps. Two of these are granted when you start. 
 +  - If you have both normal and bonus remaps available then the normal remap will be used first. 
 +  - Once you have used your normal remap and bonus remaps you must wait for the yearly timer to expire to remap again, so plan carefully! 
 +  - An attribute'​s base score may not be raised above 27 or lowered below 17 (the default score for an ability is 19 or 20). 
 +  - Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping.
  
-===Mechanics=== +The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores ​and pump up those two attributes.\\ 
-  * **Thermic Armor Compensation**:​ 3 now, consider getting the Explosive resist hole to 4. Better resists from passive hardeners. Armor Buffer tanks use passive hardeners much more than active ones in PVP, so these skills ​are good to get. +
-  * **Hull Upgrades**: try to get it 4 now specifically for the T2 Damage Control ​which is really useful. Be sure to have it at 5 once you reach Battlecruisers. Lets you fit armour tank modules but also speed/align ones, and increases your Armor HP. +
-  * **Mechanics**:​ 4 now, 5 when you reach armour tanked battlecruisers. Lets you fit armour and speed modules, and increases ​your Hull HP. +
-  * **Repair Systems**: 4 now, 5 when you reach battlecruisers. Lets you fit Armor reppers, ​and decreases the cycle time on reppers. +
-  * **Salvaging**:​ Level 3 asap, salvaging will be a main source of income early on. Lets you use Salvager, and increases the odds of successful salvage on each cycle.+
  
-===Missiles=== +If you create a long skill plan in EveMon, you can use one of the options of its '​Optimize Attributes'​ function to calculate which arrangement of attributes would be best for the first year of your planHoweverif you'​re ​new to the game your future career plans are quite likely to change as you explore the gameso making ​year long plan after a few weeks isn't very realisticBe frugal with your remaps ​for a little while until you get an idea for what you want to do.
-If you're Gallente or Amarr, you can ignore these until you get in the more specialized ships. Sizes by ship class, since it can be a little confusing:​ +
-  * Rocket Launcher: Frigate, fires Rockets +
-  * Standard Launcher: Frigate, fires Light Missiles +
-  * Assault Launcher: Cruiser, fires Light Missiles +
-  * Heavy Launcher: Cruiser, fires Heavy Missiles +
-  * Heavy Assault Launcher: Cruiser, fires Assault Missiles (These are for PvP, and aren't used very much because they sort of suck except on certain Tech 2 ships.+
-  * Cruise Launcher: Battleshipfires Cruise Missiles +
-  * Siege Launcher: Battleship, fires Torpedoes +
-  * Special Missiles: Defenders are Light Missiles, and they'​re ​used to shoot down incoming missiles (they'​re anti-missile missiles). They are not very usefulsince you're wasting ​slot that could be dealing damage instead of blocking it. Friend or Foe (FoF) Missiles are auto-targeting,​ but random. They'll pick a random enemy and hit themMarginally useful ​for PvP so you can deal damage even if you're being jammed, but that's a very special niche case - again, don't bother with them.+
  
-Train the following for the different types of launchers: +---- 
-  ​* **Guided Missile Precision**:​ Level 3 or 4 is fine for most usesTakes a long time to train. Reduces ​the penalty of using big missiles on little ships. +=====Skill Categories===== 
-  * **Missile Bombardment**:​ 3 now4 or 5 eventually. +10% missile range (longer flight time). +Skills are divided into  23 subcategories where within those subcategories lies the individual skillsI am not going to list and describe every skill in Eve Online, you can read the descriptions in-gameI willhoweverbriefly explain each subcategory and what they contain.\\  
-  * **Missile Launcher Operation**:​ 4 now5 eventually. Base skill for missiles, gives slightly better Rate of Fire so improves your Damage Per Second (DPS)+{{:training:game_mechanics:skill_categories.png|}}\\ 
-  * **Missile Projection**3 now, 4 or 5 eventually. +10% missile range (better missile flight speed). +
-  * **Rapid Launch**4 now, 5 eventually. Better rate of fire. +
-  * **Warhead Upgrades**3 now, 4 or 5 eventuallySlight improvement to damage, takes a long time to train. +
-  * **Target Navigation Prediciton**:​ 3 now, 4 eventually. Missiles have an explosion radius velocity. Ships can diminish the damage they receive by out running that explosion velocity. This skill counter-acts that. 10% per level. +
- +
-Extensive [[eve:​weapons:​missiles|Missiles]] guide.+
  
-===Navigation=== +^Category^Description^ 
-These will affect ​all your ships, so 1 level in any navigation skill, will have a a very nice bang for Skill Point-buck. Best not to skimp on these+|Spaceship Command|Contains ​all the skills needed to fly ships in Eve OnlineEvery ship in the game requires at least one skill from this subcategory| 
-  * **Acceleration**4 now, 5 eventually. Better Afterburner / MWD boost. Less important for PVE. +|Navigation|Contains the skills required to improve the [[training:game_mechanics:​navigation|movement of your ship]]| 
-  * **Afterburner**Level 4 now, 5 is optional since 4 is enough ​to use all Tech 2 ABs. +5% reduction ​to AB duration, ​and +10% reduction in AB capacitor use, making fitting easier. +|Engineering|Contains mostly skills that revolve around [[training:game_mechanics:​powergrid]] and [[training:​game_mechanics:​cpu]] management| 
-  * **Evasive Maneuvering**3 or 4 if you won't be PvP'​ing4 if you will, 5 eventually. Better ship handling. This lets you align for warp more quickly and orbit at a closer radius without losing speed, which is important. +|Subsystems|Contains skills required in order to fly [[eve:​ships:​cruisers#​tech_3|Tech 3 Strategic Cruisers]]| 
-  * **Fuel Conservation**4 and eventually 5 if you use AB a lot. Less capacitor need for AB's. +|Armor|This subcategory contains skills that are important ​to [[training:​game_mechanics:​defense|armor tanking]] ​and defensive armor bonuses| 
-  * **High Speed Maneuvering**Ignore this skill if you aren't going to PvP. Required ​to use MWDreduces MWD cap need. +|Shields|Contains skills that are important to [[training:game_mechanics:​defense|shield tanking]] and defensive shield bonuses| 
-  * **Navigation**4 now, 5 eventually. Permanent +5% to max speed for all ships. +|Targeting|Contains skills that affect your ships [[training:​game_mechanics:​navigation|targeting]] | 
-  * **Warp Drive Operation**Reduces cap need for warping. Can be quite useful in nullsec ​and incursions, since it often has larger systems, making for longer warps, which require ​more cap.+|Gunnery|Contains skills that allow you to use every type of [[eve:​weapons:​turrets|weapon system]]except missiles in the game| 
 +|Missiles|Contains skills that allow you to use [[eve:​weapons:​missiles|missile weapon systems]] in the game| 
 +|Drones|Contains skills that allow you to use [[training:​game_mechanics:​drones|drones]]| 
 +|Electronic Systems|Contains skills that allow you to use [[eve:pvp:​electronic_warfare:​start|Electronic Warfare]] devices| 
 +|Scanning|Contains skills that allow you to use [[training:​guides:​scanning|scanner probes]] and scan more effectively as well as Hacking ​for [[eve:​pve:​exploration:​start|Exploration]] sites| 
 +|Rigging|Contains skills that reduce the penalties or drawbacks that come with attaching [[eve:ship_modifications:​rigs]] ​to your ship| 
 +|Social|Contains skills that determine how fast or how slow you can change [[training:​game_mechanics:​faction_standings|Faction Standing]] with other factions throughout Eve| 
 +|Fleet Support|Contains skills that allow you to use Command Ships to [[training:​pvp_ship_roles:​fleet_booster:​start|boost the abilities]] of friendly ships| 
 +|Corporation Management|Contains skills that allow you run CorporationsAlliances, and manage their size (Like TEST)| 
 +|Trade|Contains skills that manipulate the [[training:game_mechanics:​market|Market]]| 
 +|Neural Enhancement|Contains skills ​for [[eve:​implants_and_boosters:​implants|Implants]],​ [[training:​game_mechanics:​jump_clones|Jump Clones]], and [[eve:​implants_and_boosters:​medical_boosters|Medical Boosters]]| 
 +|Production|Contains skills that allow you [[eve:​industry:​manufacturing:​start|create ​all the items of Eve]]| 
 +|Science|Contains skills that allow you do [[eve:industry:​research:​start]] ​and [[eve:​industry:​invention:​start]]| 
 +|Resource Processing|Contains skills that help you become [[eve:​industry:​mining:​mining_efficiency|more efficient]] at reprocessing ore that you gain through [[eve:​industry:​mining:​start]]| 
 +|Planet Management|Contains skills that allow you to interact with planets and take part in [[eve:​industry:​planetary_interaction:​start|Planetary Interaction]]| 
 +|Structure Management|Contains skills that anchor and deploy structures in space such as [[eve:​structures:​citadels:​start|Citadels]]|
  
-===Science=== 
-  * **Cybernetics**:​ 3 now, 4 eventually. Lets you use Attribute Enhancing [[training:​implants|implants]],​ which increase your attributes so you train skills faster, and allow Hardwiring implants, which make your ship faster, increase gun damage, etc. 
-  * **Science**:​ You must get this to 3 to train Cybernetics and 4 to train Thermodynamics. 
-  * **Thermodynamics**:​ Mostly useful in PVP. The requirements are abit high (Engineering 5 for one). But, once you are in a position to get this then look into it. Lets you overheat modules, damaging them in possibly minutes (station repair fixes that) in order to gain a massive overall performance. Very useful indeed, but does require more micromanaging in the field. There are related skills that let you repair it mid op faster and cheaper. 
-  * **Infomorph Psychology**:​ 3 now, 4-5 eventually. This controls the number of jump clones you have available. Having that jump clone 20-30 jumps away can be the difference between a productive Saturday and another day of belt ratting. If you only have 1 or 2 jump clones to use, odds are you won't have one in the region you would like to jump to, thereby discouraging you from even visiting that region and thus missing out on whatever lucrative plans you might have had in mind. 
  
-===Social=== 
-  * **Connections**:​ 3 or 4. Vital for mission running. Permanent increase towards all agnet standings. Very useful in PvE, since it lets you skip nearly all of the initial level 1 agents. 
-  * **Negotiation**:​ Ignore if you're not doing a lot of missions. Better pay for missions. 
-  * **Social**: Train to 3 or 4. Need it at 3 to train Connections. Makes your standings go up faster. 
-  * **Diplomacy**:​ Can help you once you have low factions standings. 
  
-===Spaceship Command=== 
-Just train Spaceship Command itself to 3 or 4 now, and 5 eventually. Slight boost to agility. For those ships that you fly, make sure to get each hull-specific skill trained to at least 4 for those sweet, sweet hull bonuses. 
  
-===Trade=== 
-You can probably ignore this group if you're not a Trader, but the Contracting skill itself can be useful to get to 1 or 2, optionally. Trade lets you have more active sell orders at once. 
  
  
training/game_mechanics/skills.1487281582.txt.gz · Last modified: 2017/02/16 21:46 by conscript